Company of Heroes 2

Company of Heroes 2

(4 - 8) Messines Ridge
27 Comments
===J0=== 6 Feb, 2023 @ 8:30pm 
This map no longer seems to work with Spearhead (redux) mod
-0.0001x 24 Mar, 2022 @ 4:41am 
Awesome work :)
Nixer 30 May, 2021 @ 9:30am 
fajne
Game Genie  [author] 3 Jun, 2019 @ 10:26pm 
It is theoretically possible to do virtually anything with the world builder.

All that is needed is some creative thinking and design.

Sounds like an open map with a lot of uncapturable/useless terrain with limited capture points, all predesignated as fuel and munitions, with junctions and roadways being territory points.

I tried to do something similar with my map "Mons", which can be found in the linked collection up top. Admittedly, I didn't polish Mons nearly as much as I have Messinnes Ridge. That is largely because the map wasn't received very well by the community, and is currently the least played WW1 map I have uploaded.

Too complex for most gamers. Kinda has a Dungeons and Dragons thing, where you really have to want a more realistic game AND be looking for a WW1 map, for that.
Muskets 26 May, 2019 @ 11:30am 
@heyspunkysquire ?
Shadow - Rhyfelwr 26 May, 2019 @ 11:19am 
Thanks,Game Genie...Now I will have to go and play and game...
Hope that you are someone could make a different COH map setting, as to just having no V.P. but, an more realistic map ..like an ammo dump and buliding... roadway,,Point Of Contacts..etc. that are being held that's needs to be taken.
Just as well of what is most needed is having a Pacific war framework, the only thing is there is no Japanese soldiers when trying to play Iwa Jima....I mean if your going to make a map..include the actual settings of armed forces....it is kinda of follly when you see Germans instead of the Japanese Imperial Armies... again, thanks...
Game Genie  [author] 23 May, 2019 @ 8:05pm 
There are inherent restrictions present when designing unconventional maps which retain relative balance for both teams with both default & custom win conditions and gametypes.

In order to have a fair balance with Artillary, it is important that all artillary units be identical, especially since they consume no resources by default and may be used non-stop throughout the game.

Also, corpses preloaded onto the map are not owned by any players, and are placed beforehand. Their association is not relative to the armies chosen by players of the match.

This lack of specific orientation, such as using British units on the Northwestern side and German units on the Southeastern, means no player gets a special advantage based on which side they are starting from.
Shadow - Rhyfelwr 19 May, 2019 @ 11:22am 
Was really looking towards an WW1 game...the overall game is good,but one thing if you do not have the brits and only the americans forces, then why is the americans showing the ottoman turks?
Game Genie  [author] 18 Feb, 2019 @ 7:06pm 
I prefer to play with Kriegspiel V4 (not the overhaul, just basic V4), and the Win Condition "Infantry Only Game Mode" by Trigg.

The field of play has not been altered.

I appreciate the complements on the weather. I used to receive negative remarks about fog because it disrupts some realism game modes, but I've decided the fog is too cool to let go.

Most significantly, I have adjusted the Victory Points, so all players have more involvement in VP games.

Secondly, I have added a LOT of grass, I've painted the terrain, added a smidge of objects, corrected some poorly formed trenches, and decorated the Allied side opposite the Town. It probably seems subtly less empty, leading to the illusion that it is smaller or more crowded.

I nearly uploaded this update as a different map entirely, concerned about the change in gameplay being too drastic from the previous version, which I consider a success in itself.

Just chasing perfection here. It's a long race.
Muskets 18 Feb, 2019 @ 2:45pm 
The weather is a fantastic touch. Also, did you make the map smaller? I cannot be sure but I feel that it is smaller. I feel that it must be reported that the AI do not use their base arty anymore. Finally, I was wondering which mod you use for the units, as I would like to play without tanks and was wondering what your recommendation was.
Game Genie  [author] 17 Feb, 2019 @ 10:39pm 
Fresh Update.

Dynamic Weather.

More Craters & Details.

Different Victory Point locations.
ehdgus100244 28 Oct, 2018 @ 2:44pm 
damn
Game Genie  [author] 16 Aug, 2018 @ 5:38pm 
I'll have a look at the arty again this evening.

They are each placed with respect to enemy front lines rather than friendly front lines. You'll notice all arty guns have a relatively equal range over no -mans land, and none can reach enemy front lines.

Might try giving players 2, 3, 6, & 7 bigger guns so I can move them further back.

Their main purpose is defense.

It's much smoother because AI units don't get stuck trying to capture front-line trenches anymore.

I've also limited tank access to no man's land to one passageway per team.
Muskets 16 Aug, 2018 @ 11:31am 
The base arty is both way too over powered- and also worthless.
The base arty is positioned in such a way that once they are knocked out they cannot be used ever again. There is no way to blast the walls surrounding the arty to reinforce it. So all you have to do is drop some airborne to knock out the guns and they are gone forever. Some gun positions are much easier to take out than others because they are too close to bordering capture points- instead of being deep into your spawn point.
BUT otherwise- they ruin any unit which stays still for longer than 1 second. In the hands of the AI on higher difficulties, this is a nightmare to deal with.

Other than that, the map is somehow leagues greater than it was in just the previous version. I cannot tell you why, but it simply must be stated that it is much better and for the most part quite balanced.
Game Genie  [author] 16 Aug, 2018 @ 1:22am 
new update includes better trenches and restricts entrances into no mans land.

a few new defense positions. Territory Capture zone repairs. Still one I didn't catch but it's already 3am.
Hegonshootyouonbamera 12 Aug, 2018 @ 2:26pm 
GJ on this
yep 12 Aug, 2018 @ 12:18pm 
This map makes me nutt

I love you BadBad
Game Genie  [author] 11 Aug, 2018 @ 11:18pm 
sorry about the lack of updates. been too busy to put the hours in on worldbuilder. Updates are still on the way, even if this map falls off the front page.
swag gaming 11 Aug, 2018 @ 11:36am 
@Bob
stop advertising terrible dead meme communities on good workshop submissionsa
kindly shove your trash memes up your arse
Game Genie  [author] 8 Aug, 2018 @ 4:29pm 
Try it with this mod on Victory Point for 500 points.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=369570873

I don't play it with default game modes for that very reason. It always ends up being a tank match.

It needs to be said that I value the historical accuracy more than I value it's playability with default game modes.

Everything on the hill suffered extreme artillary barrages, so if there ever were buildings, they were obliterated in 1914, and this map is set in 1916. No chance of there being any obstacles to challenge tanks.

Next I will install HQ Anti-Tank guns & Artillary, and increase default pop-cap to account for them.
Muskets 8 Aug, 2018 @ 3:40pm 
The trenches are very helpful. Though the tank traps littered throughout the map do not do much. I really like where this is going. Your idea of adding base artillery is a good one and it is much needed if you can figure it out.

I hate to say it but you might need to give up your focus on historical perfection in order to balance the map. For now however, it seems balanced enough. Though again, once tanks show up it still degrades into a tank battle over open terrain.

it there not some way to limit the movement of tanks? It might just be me but I fucking hate tanks. There is always too many of them in the late game. Forcing them to only go through a few set paths might help with that. For instance, this field would be all but mud. Tanks would get stuck and be unable to move.
Game Genie  [author] 8 Aug, 2018 @ 3:00pm 
Trenches are up. I threw in a bunch of tank traps to mix it up. Update 13 is going to be refining their edges to make them fit better visually.
tymthelionking 8 Aug, 2018 @ 11:17am 
its too bad they cant do a ww1 full mod like in coh1
Game Genie  [author] 7 Aug, 2018 @ 10:01pm 
won't be able to get the trenches updated tonight. too exhausted from work. I'll have them up tomorrow though. It's a day off.
Game Genie  [author] 7 Aug, 2018 @ 7:30pm 
Muskets, you and I are on the same page. I've already started replacing the HQ dirt-wall sandbags with trenches.

It'll be in update #12, and I should have that up in a two or three hours.
Muskets 7 Aug, 2018 @ 6:23pm 
Just finished a match with hard ai. A major problem with this is that once the sand bags are gone, there is no cover. Building cover is out of the question as tanks just roll down the front and destroy everything.

It's a work in progress like you said so I assume that you will add more premanent cover to the map if possible in the future. Without the cover, this map is quite small, and very flat. it just becomes a tank battle.

I love the great war map and I recomend using the "Infantry Assault" mod or playing with friends who agree to not use tanks.

I recomend putting tank traps in the spawn for those of us who play bots. As that will allow us to use other mods while also stopping the ai from using tanks.
Wolfton 7 Aug, 2018 @ 5:56pm 
Nice to see someone making WWI maps! Looking forward to these in the near future.